// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.UndergroundMushroomShader // Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null // MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83 // Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe using Microsoft.Xna.Framework; using ReLogic.Peripherals.RGB; using System; namespace Terraria.GameContent.RGB { public class UndergroundMushroomShader : ChromaShader { private readonly Vector4 _baseColor = new Color(10, 10, 10).ToVector4(); private readonly Vector4 _edgeGlowColor = new Color(0, 0, (int) byte.MaxValue).ToVector4(); private readonly Vector4 _sporeColor = new Color((int) byte.MaxValue, 230, 150).ToVector4(); [RgbProcessor] private void ProcessLowDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Vector4 vector4 = Vector4.Lerp(this._edgeGlowColor, this._sporeColor, (float) (Math.Sin((double) time * 0.5 + (double) canvasPositionOfIndex.X) * 0.5 + 0.5)); fragment.SetColor(index, vector4); } } [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Vector4 vector4_1 = this._baseColor; float num = (float) ((((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 10.0 + (double) time * 0.200000002980232) % 10.0 - (1.0 - (double) canvasPositionOfIndex.Y)) * 2.0); if ((double) num > 0.0) { float amount = Math.Max(0.0f, 1.5f - num); if ((double) num < 0.5) amount = num * 2f; vector4_1 = Vector4.Lerp(vector4_1, this._sporeColor, amount); } float amount1 = Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(0.0f, time * 0.1f)) * (1.0 + (1.0 - (double) canvasPositionOfIndex.Y) * 4.0))) * Math.Max(0.0f, (float) (((double) canvasPositionOfIndex.Y - 0.300000011920929) / 0.699999988079071)); Vector4 vector4_2 = Vector4.Lerp(vector4_1, this._edgeGlowColor, amount1); fragment.SetColor(index, vector4_2); } } } }